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Animation 1

Computer animation refers to generating animated frames through computation rather than conventional techniques like hand-drawn animation. There are several techniques for computer animation including key framing, where important frames are specified and intermediate frames are interpolated, parametric animation where motion is defined by parameters like rotation angles, and algorithmic animation which simulates motion using physical or procedural rules. Key framing is a simple and popular approach but can sometimes produce incorrect results from linear interpolation between frames.

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0% found this document useful (0 votes)
19 views

Animation 1

Computer animation refers to generating animated frames through computation rather than conventional techniques like hand-drawn animation. There are several techniques for computer animation including key framing, where important frames are specified and intermediate frames are interpolated, parametric animation where motion is defined by parameters like rotation angles, and algorithmic animation which simulates motion using physical or procedural rules. Key framing is a simple and popular approach but can sometimes produce incorrect results from linear interpolation between frames.

Uploaded by

Mazharulislam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Computer Animation

Animation
The term animation has a Greek (animos) as well as
roman (anima) root, meaning “to bring to life”
Life: evolution over time

Conventional Animation
Animation is a technique in which the illusion of
movement is created by photographing a series of
individual drawings on successive frames of film.

“The Illusion of Life” by Thomas Johnson and Ollie


Johnson (From Disney Animation)
Computer Animation
Conventional Animation
Animation refers to the process of dynamically
generating a series of frames of a set of objects, in
which each frame is an alteration of the previous
frame.

Restrictions
a) Frame by frame and not real time
b) 2 D only
Computer Animation
Conventional Animation
Process

• Story board
Sequence of drawings with descriptions
• Key frames
A few important frames as drawings
• Inbetweens
Draw the rest of the frames
• Painting
Redraw onto acetate Cels, color them
Computer Animation
Conventional Animation

The flour sack principle

Stretch and Squash using


half filled bag of flour
Computer Animation
Conventional Animation

Stretch and Squash

Exaggeration with believability


Computer Animation
Real Time vs. Image by Image

a) Real Time: Compute - Draw


b) Image by Image: Compute – Store - Draw
c) Display rate: 30 fps or 25 fps

Animation characteristics

• Spatial (position, orientation, form )


• Temporal (velocity, acceleration )
• Visual (color, texture )
Computer Animation
Animation Techniques

• Rotoscopy
• Key Framing
• Parametric
• Algorithmic
Computer Animation
Rotoscopy

• Register (record) data for each frame


• Data intensive
• Useful for complex motion
• Realistic
• Brute-force (less creative)

Data driven animation, Motion capture


Computer Animation
Key Framing

• Selected (key) frames are specified


• Interpolation of intermediate frames
• Simple and popular approach
• May give incorrect (inconsistent) results
Computer Animation
Key Framing
f1 f2 f3 fi

time (frames)
KF1 KF2 KF3

Interpolation
At fi, the position of a point Pi for KF1: P1 , KF2: P2
Pi = (1-t) P1 + tP2
Computer Animation
Key Framing
Linear Interpolation
• Discontinuities : spatial, temporal
Splines may be used
• Unrealistic results

KF2 KF2

KF1 KF3 KF1 KF3


Computer Animation
Key Framing

Interpolation

Linear
Computer Animation
Key Framing

Interpolation

Spline
Computer Animation
Key Framing

Interpolation
Using other functions (slow-in, slow-out )

1
vs : attribute at start frame
f(t) ve : attribute at end frame
vi : attribute at intermediate frame
vi = (1-f(t)) vs +f(t)ve
t 1
Computer Animation
Key Framing

Interpolation

2 3 4 1

??

1 4 3 2
KF1(t=0) At t = 0.5 KF2(t=1)
Computer Animation
Key Framing

Interpolation
Incorrect Results (rotation of square by 180o )
2 3 4 1

1 4 3 2
KF1(t=0) At t = 0.5 KF2(t=1)
Computer Animation
Parametric
• Characteristic parameters for motion are specified and
interpolated.
• Less data is required
e.g for motion of an arm, the parameter could be
rotation angle.

θ
Computer Animation
Algorithmic

Laws of motion: physical or procedural animation

actual

y linear Simulation

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